Buying An Atlas? Read This First!
#1
Posted 17 September 2013 - 12:20 PM
I'm not going to discuss load-outs in anything other than fairly general terms. Why? The Atlas is a very versatile mech and pretty much any weapon is capable of being effective. There are however some vitally important points to realise before you take an Atlas out for the first time.
HOW TO PILOT AN AS-7
The Atlas carries the most armour of any mech. Despite this fact, do not believe for an instant that it is in any way capable of "tanking." Being fired upon by multiple enemy mechs will kill your Atlas very, very quickly. The absolute key to surviving the battlefield in any AS7 variant is to very carefully chose the time and place at which you engage. No matter how large an engine the Atlas has, you will likely be the slowest mech on the field. As such disengaging from battle is usually completely impossible. Chose the right time and place and the fire power you bring can make an absolutely decisive difference to the battle. Make the wrong decision and your mech will be a smoking ruin in no time. Situational awareness and a good knowledge of how your Atlas will behave in any given situation are absolutely essential. Think of piloting an Atlas as being more akin to a game of chess where thinking 3 moves in advance, predicting enemy behaviour etc. are vital. Develop these skills and you'll enjoy great success in your AS7. Seriously, if you don't bother reading any further, remember this - positioning and timing are all-important. You MUST think before engaging because disengaging is usually impossible.
GENERAL CONFIGURATION
The AS7 has low-slung arm-mounted weapons. The torso weapons are mounted higher but you will have to realise that cresting a hill or ridge in an Atlas is not a good tactic as your fire power will be limited until your arms have free line of sight to your target. The Atlas is very different from many other mechs in this respect.
Next, keep in mind that the Atlas is, as far as firing arc is concerned, a largely up-hill mech. The torso, where your powerful ballistic weapon(s) are mounted, can tilt upwards significantly more than it can tilt downwards. This may seem counter-intuitive, but if you have the choice fight up hill instead of down. Obviously flat terrain is best. Also be aware that the arms on the Atlas enjoy a very large field of motion, making aiming at things below and above your visible field of view perfectly possible. The torso twist on the Atlas is also very respectable making firing all weapons at targets 90 degrees of-axis perfectly feasible.
AS7-D
Next let's discuss some general points about the AS7-D. This is a general all-rounder, carrying 1 energy hard point per arm, 2 energy hard points in the CT, 2 missile racks on the left torso and 2 ballistic points on the right torso. Due to the size of engine necessary fitting anything other than 1 large or 2 medium-size energy weapons in the CT is normally impossible, though there are a few builds where carrying an extra LL in the CT is useful. Probably more useful is to fit a BAP in the CT. The right torso can carry a wide variety of ballistics. Typical ballistic fitments are 1 x AC-20, 2 x U/AC-5s or 2 x LB-10X-AC's, though the latter is a very specialised load-out and probably not a good idea to start with. My personal preference on the Atlas-D is to carry an AC-20. Due to the single energy points in each arm carrying anything other than a large energy weapon is fairly pointless. Typical weapons for the arms are the LL, ER-LL and to a lesser extent the PPC. I wouldn't recommend fitting the LPL to an Atlas as it really isn't fast enough to take full advantage of it. Fitting missiles to the AS7-D is OK but the Atlas really isn’t a good choice as an LRM carrier. Stick with SRM-6 with Artemis if you want to fit missiles. Personally I use the left torso to store extra ammunition and heat sinks. Anything over a 300 engine works, preferably something around the 320 mark. Don't ever be tempted to reduce the engine size below a 300 as you'll be piloting a barely mobile turret. Maximum armour on everything except the legs is usual and necessary. The -D has 3 slots for modules when fully EXP'd.
AS7-D-DC
The ECM carrier! This used to be by far the predominant build due to the ECM. Apart from having 3 missile slots instead of 2 and no CT energy slots it's very simmilar to the AS7-D. Carrying ECM obviously means slightly less weight for other goodies. My current favourite build is 2 x U/AC-5's, 2 x ER-LL with a 320 standard engine, 7 tonnes of ammo & heat sinks as required. The AS7-D-DC also enjoys an extra 4th module slot when fully upgraded.
AS7-K
For a long, long time I thought this mech was useless as it only has 1 ballistic hard point and only a single missile hard point. However, there are builds that can take advantage of its weaknesses and make them strengths. Fit an AC-20, 2 x ER-LL, a huge engine and plenty of heat sinks and the AS7-K is fully capable of shining. The -K also has the dubious advantage of being ignored compared to other Atlas variants due to its' perceived inferiority. 4-5 kills and ~700 damage are perfectly possible.
AS7-RS
This is the energy Atlas. With 2 x energy hard points in each arm this variant can be highly effective when fitted with say 2 x ER-LL, 2 x LL, 23 double heat sinks and around a 340 standard engine. For an Atlas it's very, very fast and with a massive pile of heat sinks can dole out a huge amount of damage. With the standard engine and nothing other than heat sinks in the side torsos this variant is also incredibly survivable, taking massive damage before going down. Again, 500 - 700 damage and 3-5 kills are perfectly possible.
FINAL THOUGHTS
Piloting the Atlas, whatever configuration you chose, really is all about positioning and timing. If you engage carefully you really can bring despair to an enemy team as they see your skull faced mech of doom coming in to weapons range. See you on the battlefield Mechwarrior!
#2
Posted 17 September 2013 - 12:33 PM
When I started MWO, everyone told me "Get an Atlas! It's the most noob-friendly Assault." I found out that was bad advice. Assaults in general, and the Atlas in particular, is probably the most unforgiving mech in the game.
#3
Posted 17 September 2013 - 02:47 PM
NRP, on 17 September 2013 - 12:33 PM, said:
When I started MWO, everyone told me "Get an Atlas! It's the most noob-friendly Assault." I found out that was bad advice. Assaults in general, and the Atlas in particular, is probably the most unforgiving mech in the game.
Thanks. I was told the same thing though from my previous Atlas experience I doubted that this was true. And of course it isn't. Piloting an Atlas can be hugely rewarding but forgiving it certainly isn't
#4
Posted 17 September 2013 - 03:14 PM
My two favorite builds:
D-DC
AC20 (14 ammo)
3xSRM6/Artemis (300 ammo)
2x Large Laser
14 Double Heat Sinks
325 Standard Engine
Endosteel structure
You basically use your large lasers for everything, that isn't a 100% pot shot. Once you draw into the 270m range carefully wait for your opportunities to fire AC20 and SRMs on the center torso. Aim each weapon group individually and move with the care as advised in the OP.
The RS certainly runs best with 4 Large Lasers and many heatsinks. I would just choose a ballistic with it (AC10 or Gauss) to have something cool to add into DPS, when your mech has to alpha strike or cool down.
http://mwo.smurfy-ne...1354f37adbf1489
#5
Posted 17 September 2013 - 03:17 PM
Have fun in the biggest (and best) mech in the game!
#6
Posted 17 September 2013 - 03:31 PM
I wasn't too discouraged, I just realized that its a lot harder to pilot than I had previously thought. Now I have a greater appreciation for whenever I see an Atlas pilot curbstomp the enemy team.
#7
Posted 17 September 2013 - 03:34 PM
Oh and Jenners are defently the best Mech in the game
#8
Posted 17 September 2013 - 03:37 PM
Autobot9000, on 17 September 2013 - 03:14 PM, said:
My two favorite builds:
D-DC
AC20 (14 ammo)
3xSRM6/Artemis (300 ammo)
2x Large Laser
14 Double Heat Sinks
325 Standard Engine
Endosteel structure
You basically use your large lasers for everything, that isn't a 100% pot shot. Once you draw into the 270m range carefully wait for your opportunities to fire AC20 and SRMs on the center torso. Aim each weapon group individually and move with the care as advised in the OP.
The RS certainly runs best with 4 Large Lasers and many heatsinks. I would just choose a ballistic with it (AC10 or Gauss) to have something cool to add into DPS, when your mech has to alpha strike or cool down.
http://mwo.smurfy-ne...1354f37adbf1489
I'm not doubting that you know what you're doing, but just from my viewpoint, it seems like it would be more beneficial to swap one ton of SRM ammo for AC20 ammo. The SRMs seem to have more limited use compared to the AC20 (noticed that I said "seem"), and every time I spectate an assault mech with SRMs I'm finding that the majority of the time that their ballistic weapons are more reliable, so I'm just questioning why you swapped seven shots with the AC20 for five volleys with the SRMs. Is it a matter of trying to balance your mech's power output symmetrically or...?
#9
Posted 17 September 2013 - 03:49 PM
Rascula, on 17 September 2013 - 03:17 PM, said:
Have fun in the biggest (and best) mech in the game!
Most of my Assaults run XLs. My Atlas-DDC, K, and RS run 350 XL engines. Has that bit me time to time, yes. The use of XL Engines depends on your doctrine. My doctrine - Superior Firepower and Manoeuvrability to Defeat the Foe -- effectively kill the foe without getting into a slugging match.
#10
Posted 17 September 2013 - 04:16 PM
Simbacca, on 17 September 2013 - 03:49 PM, said:
Fair enough, in my experience it doesn pay of often enough but each to his own!
#11
Posted 17 September 2013 - 06:53 PM
#12
Posted 18 September 2013 - 05:20 AM
MarsAtlas, on 17 September 2013 - 03:37 PM, said:
I'm not doubting that you know what you're doing, but just from my viewpoint, it seems like it would be more beneficial to swap one ton of SRM ammo for AC20 ammo. The SRMs seem to have more limited use compared to the AC20 (noticed that I said "seem"), and every time I spectate an assault mech with SRMs I'm finding that the majority of the time that their ballistic weapons are more reliable, so I'm just questioning why you swapped seven shots with the AC20 for five volleys with the SRMs. Is it a matter of trying to balance your mech's power output symmetrically or...?
It's reasonable what you're saying. But if you take a second guess, maybe you will agree, that everyone seems to snipe out your autocannon side torso before going for any other location on your mech. That's why I get relatively little AC ammo and more SRM ammo. It's a pretty edge oriented optimization. If you end up in a game with a lot of people distributing random shots on your Atlas I would agree a ton more AC20 ammo would be more beneficial.
So emotionally I would choose the AC20 ammo, but when I do real comparisons on my games I find the SRM ammo netting more. This is by no means a must-have optimization, maybe if you have elite speed and can torso twist these snipes for your AC away, maybe you will find 21 shots AC20 and 200 SRM better.
Edited by Autobot9000, 18 September 2013 - 05:24 AM.
#13
Posted 18 September 2013 - 05:37 PM
As I just mastered the chassis, I'll add a few more tips and details tomorrow, when I find the time.
#14
Posted 18 September 2013 - 05:41 PM
#15
Posted 18 September 2013 - 06:06 PM
Also, while you can load up exclusively on short-range firepower (2 medium laser/AC20/3SRM6 DDC for instance), you may be miserable on large maps. A pair of Large or ER Large lasers in the arms are really handy. ER PPCs are too much heat in my experience and standard PPCs have a minimum range, and your arm weapons are going to be your primary deterrent against light mechs that are a third the size of your Atlas. If a spider or commando is hugging you or circling in close it is highly likely your torso weapons will shoot OVER it, especially if there are slight differences in local elevation. Unlocking your arms so your arm-based energy weapons always have their full traverse is very useful when fending off lights- this is even more true in the RS.
#16
Posted 18 September 2013 - 06:47 PM
Sir Wulfrick, on 17 September 2013 - 12:20 PM, said:
Next let's discuss some general points about the AS7-D. This is a general all-rounder, carrying 1 energy hard point per arm, 2 energy hard points in the CT, 2 missile racks on the left torso and 2 ballistic points on the right torso. Due to the size of engine necessary fitting anything other than 1 large or 2 medium-size energy weapons in the CT is normally impossible, though there are a few builds where carrying an extra LL in the CT is useful. Probably more useful is to fit a BAP in the CT. The right torso can carry a wide variety of ballistics. Typical ballistic fitments are 1 x AC-20, 2 x U/AC-5s or 2 x LB-10X-AC's, though the latter is a very specialised load-out and probably not a good idea to start with. My personal preference on the Atlas-D is to carry an AC-20. Due to the single energy points in each arm carrying anything other than a large energy weapon is fairly pointless. Typical weapons for the arms are the LL, ER-LL and to a lesser extent the PPC. I wouldn't recommend fitting the LPL to an Atlas as it really isn't fast enough to take full advantage of it. Fitting missiles to the AS7-D is OK but the Atlas really isn’t a good choice as an LRM carrier. Stick with SRM-6 with Artemis if you want to fit missiles. Personally I use the left torso to store extra ammunition and heat sinks. Anything over a 300 engine works, preferably something around the 320 mark. Don't ever be tempted to reduce the engine size below a 300 as you'll be piloting a barely mobile turret. Maximum armour on everything except the legs is usual and necessary. The -D has 3 slots for modules when fully EXP'd.
On my AS7-D I use this configuration: 2 ERLLas, 2 MLas, an AC/5 with 2 tons of ammo, a LRM20 + Artemis with 3 tons of ammo, and an AMS system with 1 ton of ammo,18 DHS and a Std 300 engine. With 608 points of armor, it's heat efficiency is 1.25, with a firepower rating of 55. I do really well with this build out. The reason I use an AC/5 is for the range and RoF. I also use the LRM to pummel targets as I close with them. This build is a good well rounded mid-range build.
Sir Wulfrick, on 17 September 2013 - 12:20 PM, said:
For a long, long time I thought this mech was useless as it only has 1 ballistic hard point and only a single missile hard point. However, there are builds that can take advantage of its weaknesses and make them strengths. Fit an AC-20, 2 x ER-LL, a huge engine and plenty of heat sinks and the AS7-K is fully capable of shining. The -K also has the dubious advantage of being ignored compared to other Atlas variants due to its' perceived inferiority. 4-5 kills and ~700 damage are perfectly possible.
I personally LOVE this variant and have had to endure ALOT of s*** because if it. I also usually silence my doubters when they see how well my build out can perform.
My AS7-K, which I have named the Death Head, has a load out exactly like the AS7-D with the following changes. 16 DHS 2 C.A.S.E. and 2 AMS with 2 tons of ammo. It is slightly less heat efficient at 1.2. The 2 AMS will bring down ~ 10 missiles per salvo. I fell in love with this mech WAY back in closed beta when the ECM was just a place holder (PGI hadn't activated it yet). Back then having AMS was a necessity unless you enjoy death by missile. In more recent battles I have noticed that unless I'm alone or there are no more Atlases the enemy choses to ignore me and I make them pay for that. I play this build the same as my AS7-D as a mid range all around mech.
There is one more helpful hint I can give about piloting this mech that wasn't given in the OP. If you find yourself in a turning battle with a faster mech and DAMN near all are. DON'T turn in the same direction. You will lose every time and get killed for your trouble. Turn in the other direction, if they are stupid you will bring your guns around on them, and keep you back away from them.
Well that is my 2 C-Bills I hope you found it helpful.
Edited in an attempt to follow the rules of English.
Edited by Mao of DC, 18 September 2013 - 06:57 PM.
#17
Posted 18 September 2013 - 07:18 PM
Atlases are generally hurting for weapons hardpoints, so it's best to make use of the ones you do get.
#18
Posted 18 September 2013 - 07:53 PM
Icewraith, on 18 September 2013 - 07:18 PM, said:
Atlases are generally hurting for weapons hardpoints, so it's best to make use of the ones you do get.
As I said I like to pummel my targets with LRMs, ERLlas, AC/5 fire as I close with them. Most times, by the time I get into SRM range the enemy is so messed up, that I don't miss the lost of a weapon when I get within 180 m. LRMs are also handy in pinning a target behind cover so that I, or others can close to give the coup de grâce. Also the Atlas is a slow moving mech and I can support my team even if I'm not close enough, or have some sort of obstruction blocking my direct fire weapons. It all comes down to my play style.
Edited when I found the asscii code for the â.
Edited by Mao of DC, 18 September 2013 - 07:54 PM.
#19
Posted 20 September 2013 - 04:47 AM
Unless you're trying to master every Atlas, then feel free.
#20
Posted 20 September 2013 - 05:23 AM
The problem is brawling other assaults or more than one 'Mech the MLs can overheat you very fast.
This 'Mech is also great at storming across open areas between cover.
5 user(s) are reading this topic
0 members, 5 guests, 0 anonymous users